/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Open a Fbx file with the given name, and import each sequence with the supplied Skeleton. This is only possible if each track expected in the Skeleton is found in the target file. If not the case, a warning is given and import is aborted. If Skeleton is empty (ie. TrackBoneNames is empty) then we use this Fbx file to form the track names array.
static [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * ImportFbxAnimation ( [USkeleton](API\Runtime\Engine\Animation\USkeleton) * Skeleton, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, class [UFbxAnimSequenceImportData](API\Editor\UnrealEd\Factories\UFbxAnimSequenceImportData) * ImportData, const TCHAR * InFilename, const TCHAR * AnimName, bool bImportMorphTracks )